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Feywood Maze

Something has happened to the Guardian of the Forest and the barrier with the Feywild
has fallen. Can you navigate the maze and close the Veil?
Guardian of the Forest

T The Maze

Adventure Background
General Features

Adventure Overview

Arriving at the Maze

The path ahead is blocked off by a finely trimmed rectangular


hedge wall. The wall continues on to the left and right as far as

Adventure Hooks you can see.


Beyond the wall, the trees of the forest continue.

M1. The Minotaur


M2. Blight Ambush
M6. Net Trap

M3. The Party Falling Net


The DC to spot the trip wire and net is 10.
A successful DC 15 Dexterity check using
thieves’ tools breaks the trip wire harmlessly. A
Laugher and music float on the air, calling you down this path. character without thieves’ tools can attempt this
check with disadvantage using any edged weapon
or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released,
covering a 10-foot-square area. Those in the area
A large tree stands in the center of this wide clearing. Floating
are trapped under the net and Restrained, and
in the air are blinking lights alternating blue, green, and purple. those that fail a DC 10 Strength saving throw are
A bright blue, cat-sized lizard with delicate butterfly wings also knocked prone.
lounges on a branch of the tree. A creature can use its action to make a DC 10
Seeing you enter, it snakes around the branch, smiling
Strength check, freeing itself or another creature
within its reach on a success. The net has AC 10
widely and spitting out a cloud of shimmering gas. and 20 Hit Points. Dealing 5 slashing damage to
the net (AC 10) destroys a 5-foot-square section of
it, freeing any creature trapped in that section.

M7. Missing Villagers

Three bodies lay haphazardly on the brown grass in this small


clearing. Their clothes are bloodstained and torn, and one
appears to be missing an arm.

M4. The Shrieker


At the corner of this intersection squats a large mushroom.

Treasure

M8. Wolf Pack


M5. Sleep Trap

Partially blocked by the hedge wall, you can make out two
hairless, yellow-skinned dogs fighting over a piece of meat.
One gives up its hold on the meal and growls. You've been
noticed.
Faster than you can blink, both dogs vanish, leaving behind
a partially chewed arm.

Fighting Blink Dogs M11. Forest Spirit


This shold be a fun, chaotic encounter, with blink
dogs disappearing around corners and seemingly
popping out of nowhere. If your party can't keep
track of how many there are, even better!
A trail of beautiful flowers leads down this path and around a
tree. Following it, you see a lithe, dark-skinned woman draped
in flowering vines.
She smiles warmly and beckons you closer.
M9. Bacchanal

Energetic flute music dances through the air here. You realize
you've been unconsciously tapping your feet.

A laughing brook runs through this wide, tree-spotted clearing.


Five goat-legged humanoids dance wildly about, swigging
from wineskins.
A slightly larger one stands a few feet away from the
dancing, playing a set of panpipes.
Consequences
If the party has attacked the maze walls or attacked
either of the Parties (in Area M3 or Area M9),
Wildberry will start out Hostile to the characters.

Vineblossom's Clearing

M10. Survivors
C1. Grove Guardian

Rounding this corner, you are confronted by two men in torn


clothes wielding broken sticks. For a moment, you could almost forget you're in an enclosed
maze. A tree-lined swath of grass stretches before you, leading
to a massive oak tree. Embeded in the trunk of the tree is a
dark, ominous sword.
The hedge walls knit closed behind you as you enter the
clearing.
Development
A tree across the clearing shimmers, as if tearing open, and
a large, green wolf emerges. The vines that make up the
creature writhe as it stalks toward you.

C2. Vineblossom

As you pull the dark sword free, the tree shivers. High up the
trunk, the bark splits and two great eyes blink down at you,
large mouth smiling. "Thank you."

Treasure

Roleplaying Vineblossom
Vineblossom is an old treant. He was a sapling
when the forest was still young. He speaks slowly,
his voice like cracking wood.
People come to Vineblossom from the village
for blessings and to leave offerings. He is well-
versed in "wisdom," most of which is just fancy-
sounding nonsense.
Vineblossom saw the hooded figure that
approached and thought it was just another
villager. He remembers the attack, but nothing
after it.
"Love without trust is a tree without leaves."
"The key to wisdom is knowing you are not
wise."
"Peace can only be reached when you are peace
with yourself."
"He who knows he is right is most often wrong."
Appendix
Monster Stat Block Blight

Grove Guardian
Large fey, neutral

Armor Class 15 (natural armor)


Hit Points 71 (11d10 + 11)
Speed 50 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 12 (+1) 12 (+1) 18 (+4) 15 (+2)
Monsters
Saving Throws Dex +6, Wis +7
Skills Perception +10, Stealth +6
Senses Darkvision 60 ft., passive Perception 20
Languages Sylvan
Challenge 5 (1,800 XP) Homebrewery
Innate Spellcasting. The guardian is an 11th level
spellcaster capable of casting the following Druid
spells, requiring no material components. The Map
guardian's innate spellcasting ability is Wisdom
(save DC 15, +7 to attack).
At will: druidcraft, thorn whip Acknowledgements
3/day each: spike growth, silence
1/day each: conjure animals, plant growth
Keen Hearing and Smell. The guardian has advantage
on Wisdom (Perception) checks that rely on
hearing or smell.
Speak with Beasts and Plants. The guardian can
communicate with beasts and plants as if they
shared a language.
Tree Stride. Once on its turn, the guardian can use
10 feet of its movement to step magically into one
living tree within its reach and emerge from a
second living three within 60 feet of the first tree,
appearing in an unoccupied space within 5 feet of
the second tree. Both trees must be Large or
bigger.

Actions
Multiattack. The guardian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage. If
the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Map

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